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View Full Version : no explosion sound, why?



gropro
02-17-2007, 14:55
Hello all
I've modded mounted crossbowmen so they are shooting flaming arrows up high and when they are hitting ground there is a boom like grand bombards do. There is almost all ok, animation and damage is taken well, but there is no boom sound when explosion animation is playing. I dont know why is that.

I added this to descr_projectile.txt:


projectile my_serpentine_shot

effect arrows_fire_new_set
end_effect ground_impact_grand_bombard_set
end_man_effect man_impact_catapult_set
end_package_effect wall_impact_medium_set
end_shatter_effect ground_impact_grand_bombard_set
end_shatter_man_effect man_impact_catapult_set
end_shatter_package_effect wall_impact_medium_set

;area_effect ae_mortar_shot
damage 10
damage_to_troops 1
radius 0.3
mass 0.4
area 1.5
accuracy_vs_units 0.03
accuracy_vs_buildings 0.04
accuracy_vs_towers 0.025
min_angle -15
max_angle 60
prefer_high
velocity 55, 30
ground_shatter
;bounce 0.01 0.01 0.93 0.5
body_piercing
display aimed
;effect_only
; Stuck model not used at the mo, shatter effect is better, but adding some shatter debris for ground impact would be good?
;stuck
effect_only

And this to export_descr_unit.txt:

type My Throw
dictionary Mounted_Crossbowmen ; Mounted Crossbowmen
category cavalry
class missile
voice_type Heavy
banner faction main_cavalry
banner holy crusade_cavalry
soldier Mounted_Crossbowmen, 32, 0, 3
mount fast pony
mount_effect elephant -4, camel -4
attributes sea_faring, hide_forest, can_withdraw, mortar, artillery
formation 2, 4.4, 3, 6, 3, square
stat_health 1, 0
;stat_pri 32, 1, musket_bullet, 160, 3, missile, missile_gunpowder, piercing, none, 25, 1
stat_pri 12, 3, my_serpentine_shot, 450, 0.75, siege_missile, artillery_gunpowder, blunt, none, 25, 1
;stat_pri_ex 0, 0, 0
stat_pri_attr ap, bp, area, launching
stat_sec 18, 10, no, 0, 0, melee, melee_blade, piercing, sword, 25, 1
;stat_sec_ex 0, 0, 0
stat_sec_attr no
stat_pri_armour 20, 20, 20, metal
;stat_armour_ex 5, 7, 0, 0, 5, 0, 0, metal
stat_sec_armour 20, 0, flesh
stat_heat 4
stat_ground 0, -2, -4, 0
stat_mental 3, normal, trained
stat_charge_dist 45
stat_fire_delay 18
stat_food 60, 300
stat_cost 1, 470, 175, 90, 70, 470, 4, 110
armour_ug_levels 2, 3
armour_ug_models Mounted_Crossbowmen, Mounted_Crossbowmen_ug1
ownership spain
era 1 spain
era 2 spain
;unit_info 7, 5, 10

The question is how i can make that sound working? Thanks.

gropro
02-17-2007, 15:48
i dont see i can edit my post, in second example i posted wrong version, it should be
stat_pri 12, 3, my_serpentine_shot, 450, 2, siege_missile, artillery_gunpowder, blunt, none, 25, 1
instead of
stat_pri 12, 3, my_serpentine_shot, 450, 0.75, siege_missile, artillery_gunpowder, blunt, none, 25, 1

gropro
02-19-2007, 04:04
Third post in a row lol, but i want just to say that i finally found a solution. Below is a quick guide for those of you who will have the same problem someday.

I assume that ur unit is already added to export_descr_unit.txt and playable in a game.

1. Download "Sound text files" from
http://www.twcenter.net/forums/downloads.php?do=file&id=1110
and unpack it to the m2tw/data folder

2. Change attributes of new files to 'Archive', because they are come with read only attribute.

3. Open file descr_sounds_weapons.txt. Find a unit that u would like your unit have sound like. It would look like this

unit Elephant Artillery:pri, Elephant Artillery Mercs:pri, NE Culverin, ...

Add to the end of this line your unit name and save a file.

4. In order to your changes take effect in a game u have to remove files
- events.dat
- events.idx
from m2tw/data/sounds directory. Don't worry they will be recreated when u run a game.

5. Run a game and enjoy.

SMZ
02-25-2007, 06:11
thnx muchly, I made some suicide naptha men, and was getting annoyed that I couldn't get an explosion sound with them